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Need somebody to semi-regularly test compilation on windows #7
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I successfully compiled it on Windows with MinGW32. |
Thank you for testing this. I am not sure the Rendering Pipeline uses any features specific to a version greater than 3.3. If it does, and you know the culprits, perhaps I can implement a solution to cater towards users with limited hardware compatibility. I'm assuming you did not have luck running the program. Do you know what function specifically caused the problem? Regardless, thank you very much for your assistance. I would really like to get this working on as many platforms as possible. |
@MrNex 0 0x00000000 in ?? () |
Very interesting... I wonder how the backtrace is saying it could have possibly reached the Draw function before creating the shader program... I'm not sure it has anything to do with the problem, but I think using freeglut was a mistake. I think this enforces my decision to move to GLFW within the next few days. I'll check out the initialization & draw code again and see if I can find a cause. |
I think I found the problem, the behavior you experienced was my fault. It should be fixed with 0d6ba85 Thank you very much for helping me catch this! Development of the project would not be possible without the efforts people such as yourself. |
Well, I got it up and running... Let me know if I can help you anywhere else. I am no expert but with little help I may be able to solve some tiny problems in your code. |
That is great news! If you were looking forward to playing with the current simulation here are some controls: M will lock the mouse and enable mouse controls Erm.. Don't.. Drag the window ;). Still working on things- clearly! |
If we take that route, I'd prefer to look into pre-processor logic. If that is even possible- so much of OpenGL is determined at run-time. But even considering, I don't think it would be difficult to follow the older pipeline of: As opposed to I don't believe the older pipeline is deprecated by any means. Please correct me if I'm wrong. My reasoning is the rendering code already has so much branching and it's just ugly and becoming unwieldly. I'll be going through to refactor at some point in the near - moderately soon future. I'd like to avoid any other branches or complications until it's a bit more.. kind. |
No, not deprecated. |
You are right. If a machine is capable it absolutely should use the newer versions. Thank you for straightening my view on that. I'm going to make this it's own issue & reference this in it. |
Recently I think I've decided to stop updating the Visual Studio version of the project. It's too much work for too little return. If any one individual wants to turn it into a VS project, it's quite simple-- just import all of the files into a new project & rename the extension from .c to .cpp if visual studio 2012 or older.
However, I haven't been able to compile NGen on windows recently. I am running Arch on my machine now, and none of the windows machines at my disposal have minGW installed on them.
If somebody could compile it on a Windows machine & share the results I would be very grateful!
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